在保存 3D 个视图时应用视觉效果
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使用 Aspose.3D for Python via .NET API,开发人员可以在保存到图像之前对 3D 视图应用视觉效果。这些视觉效果也称为后处理效果或过滤器,它们实时应用于 3D 视图中显示的所有内容。
在 3D 视图上应用视觉效果
Renderer 类的 get_post_processing 方法允许创建任何受支持的视觉效果。Renderer 类提供了一个 post_processings 成员来应用各种过滤器,PostProcessings 类的Add方法允许在呈现之前合并一个过滤器。
编程示例
此代码示例对 3D 视图应用视觉效果。
from aspose import pycore
from aspose.pydrawing import Color
from aspose.pydrawing.imaging import ImageFormat
from aspose.threed import Scene
from aspose.threed.entities import Camera, Light, LightType
from aspose.threed.render import ITexture2D, RenderParameters, Renderer
from aspose.threed.utilities import RelativeRectangle, Vector3
# For complete examples and data files, please go to https:# github.com/aspose-3d/Aspose.3D-for-.NET
# Load an existing 3D scene
scene = Scene("data-dir" + "scene.obj")
# Create an instance of the camera
camera = Camera()
scene.root_node.create_child_node("camera", camera).transform.translation = Vector3(2, 44, 66)
# Set the target
camera.look_at = Vector3(50, 12, 0)
light = Light()
light.color = Vector3(Color.white)
light.light_type = LightType.POINT
# Create a light
scene.root_node.create_child_node("light", light).transform.translation = Vector3(26, 57, 43)
# The CreateRenderer will create a hardware OpenGL-backend renderer, more renderer will be added in the future
# And some internal initializations will be done.
# When the renderer left using the scope, the unmanaged hardware resources will also be disposed
with Renderer.create_renderer() as renderer:
renderer.enable_shadows = False
# Create a new render target that renders the scene to texture(s)
# Use default render parameters
# And one output targets
# Size is 1024 x 1024
# This render target can have multiple render output textures, but here we only need one output.
# The other textures and depth textures are mainly used by deferred shading in the future.
# But you can also access the depth texture through IRenderTexture.DepthTeture
with renderer.render_factory.create_render_texture(RenderParameters(), 1, 1024, 1024) as rt:
rectangle = RelativeRectangle()
rectangle.scale_width = 1.0
rectangle.scale_height = 1 .0
# This render target has one viewport to render, the viewport occupies the 100% width and 100% height
vp = rt.create_viewport(camera, rectangle)
# Render the target and save the target texture to external file
renderer.render(rt)
pycore.cast(ITexture2D, rt.targets[0]).save("out" + "Original_viewport_out.png", ImageFormat.png)
# Create a post-processing effect
pixelation = renderer.get_post_processing("pixelation")
renderer.post_processings.append(pixelation)
renderer.render(rt)
pycore.cast(ITexture2D, rt.targets[0]).save("out" + "VisualEffect_pixelation_out.png", ImageFormat.png)
# Clear previous post-processing effects and try another one
grayscale = renderer.get_post_processing("grayscale")
renderer.post_processings.clear()
renderer.post_processings.append(grayscale)
renderer.render(rt)
pycore.cast(ITexture2D, rt.targets[0]).save("out" + "VisualEffect_grayscale_out.png", ImageFormat.png)
# We can also combine post-processing effects
renderer.post_processings.clear()
renderer.post_processings.append(grayscale)
renderer.post_processings.append(pixelation)
renderer.render(rt)
pycore.cast(ITexture2D, rt.targets[0]).save("out" + "VisualEffect_grayscale+pixelation_out.png", ImageFormat.png)
# Clear previous post-processing effects and try another one
edgedetection = renderer.get_post_processing("edge-detection")
renderer.post_processings.clear()
renderer.post_processings.append(edgedetection)
renderer.render(rt)
pycore.cast(ITexture2D, rt.targets[0]).save("out" + "VisualEffect_edgedetection_out.png", ImageFormat.png)
# Clear previous post-processing effects and try another one
blur = renderer.get_post_processing("blur")
renderer.post_processings.clear()
renderer.post_processings.append(blur)
renderer.render(rt)
pycore.cast(ITexture2D, rt.targets[0]).save("out" + "VisualEffect_blur_out.png", ImageFormat.png)